Klefki [QC 0/3]

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[OVERVIEW]

* Klefki has a niche in the Ubers metagame thanks to its typing, wide support movepool, and near exclusive access to the ability Prankster.
* Its movepool consists of a variety of useful moves including Spikes, Toxic, Thunder Wave, Fairy Lock and Defog, allowing it to be configured to its team’s needs.
* Its typing allows it to check Yveltal and Xerneas while also granting an immunity to Toxic.
* Unfortunately, its typing also leaves it threatened by the numerous Ground-types in the tier, one of which is Primal Groudon, the most common pokemon in the tier.
* Prankster is blocked by Dark-types, which makes Klefki useless against bulky Dark-types like Arceus-Dark. Luckily, Klefki can beat most Dark-types thanks to its STAB Fairy-type attacks.
* It’s prone to trappers, however it can punish the most common trappers if they attempt to trap it.
* It faces competition from Magearna, who can escape trappers with Volt Switch, and has much higher bulk and offensive presence
* It also faces competition Skarmory and Ferrothorn, two other steel spikers with better bulk, reliable recovery, and a secondary typing that allows them to handle Ground-types and Primal Kyogre respectively. However, neither of them can handle Yveltal or Xerneas reliably.

[SET]
name: Support
move 1: Spikes
move 2: Thunder Wave
move 3: Toxic
move 4: Play Rough
item: Leftovers
ability: Prankster
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

* Spikes is one of the main selling points of Klefki, allowing it to support it’s team by setting it up. It also punishes any attempt to trap Klefki, as it’s able to set Spikes against any trapper thanks to Prankster.
* Thunder Wave cripples faster pokemon and Speed-boosting sweepers like Xerneas. Prankster allows Klefki cripple them before being taunted/K
* Toxic punishes bulky pokemon that laugh at Klefki’s attacks, including Primal Groudon and support Arceus forms.
* Play Rough is needed so Klefki can threaten Dark-types, since they are immune to Prankster. It also hits Xerneas, Magic Bounce users, and prevents Klefki from being completely useless if it’s Taunted.
* Foul Play punishes physical attackers, notably hitting Necrozma-DM and Mega Gengar harder than any of its other options.

Set Details
========

* Maximum investment into HP and Special Defence with a Careful nature maximizes Klefki’s special bulk, helping it check Yveltal and Xerneas.
* Leftovers provide it with much needed recovery.
* Prankster gives +1 priority to all of Klefki’s status moves, allowing it to status faster attackers and taunt users .

Usage Tips
========

* Klefki can cripple faster pokemon before they attack, allowing it to check faster sweepers even at low health. Therefore, it's often advisable to preserve Klefki until all the opposing sweepers are gone.
* Generally speaking, Klefki should attempt status the opposing defogger before setting multiple layers of Spikes, as it makes it easier to punish it whenever it switches in to Defog.
* Klefki should only attack things that are weak to its attacks, as it lacks the power to hit the majority of the tier for meaningful damage
* Klefki can't touch Dark-types if not running Play Rough, as they are immune to Prankster. However, they don't deal meaningful damage to Klefki, letting it layer Spikes

Team Options
========

* Klefki fits best on offensive and bulky offensive teams, due to their ability to abuse the Spikes it sets and
* Klefki has no way to deal with Dark-types if lacking Play Rough, so a teammate that can such as Mega Diancie or Arceus-Fairy is needed.
* Taunt users such as Mewtwo and Yveltal prevent the opponent from removing Klefki’s Spikes with Defog.
* Mega-Gengar appreciates Klefki’s ability to check Yveltal, and Hex variants appreciate Klefki spreading status. In return, it traps bulky pokemon that annoy Klefki, such as support Arceus formes and Primal Groudon.
* Xerneas beats Dark-types and appreciates Spikes support to weaken its checks
* Zygarde-C checks Primal Groudon, Ho-oh, and Necrozma-DM. It appreciates spikes to deal more damage when phazing with Dragon Tail and Klefki's ability to switch into Yveltal and Fairy-types.
* Most offensive pokemon make good partners with Klefki, as they pressure Defog users and like Spikes to weaken their checks. Examples include Mega-Salamence, Deoxys-A, Primal Groudon and Marshadow.

[STRATEGY COMMENTS]
Other Options
=============

* A set consisting Light Screen and Reflect while holding Light Clay can be used as a lead on hyper offence teams. However, it is generally outclassed in this role by Deoxys-S due to its access to Taunt and Stealth Rock.
* Safeguard protects Klefki's team from status for five turns, allowing a teammate to set up on a passive pokemon. However, this can be removed with Defog, alongside of any Spikes Klefki has set.
* Swagger forces switches and increases damage dealt with Foul Play, however running both moves at once requires giving up either Spikes or a status move, which are the main reasons to use Klefki
* Defog allows Klefki to remove hazards for its team, but is counterproductive with Spikes.

Checks and Counters
===================

**Ho-Oh**: Ho-oh can shrug off anything Klefki throws at it thanks to it's typing and Regenerator. It threatens Klefki with Sacred Fire, and can remove any Spikes set with Defog. However, it is annoyed by Toxic.

**Ground-types**: Ground-types are immune to Thunder Wave and hit Klefki super effectively with their STAB thanks to their typing. Primal Groudon resists Play Rough, and can 2HKO whatever Klefki switches into, or use the opportunity to set up. Arceus-Ground can Defog away hazards or boost, shrugging of any damage received with recover. Zygarde-C can boost with Dragon Dance and trap Klefki if running Thousand Waves. Any damage taken or status inflicted on it with Rest. However, most of them hate Toxic. The exception is Zygarced-C with Rest, who can't prevent Klefki from setting Spikes.

**Magic Bounce**: Magic Bounce turns Klefki's support moves against it, forcing it to rely on its weak attacks to accomplish anything. Physically Defensive Mega-Sableye is never 2HKO by any of Klefki's attacks and can recover off any damage. Mega-Diancie outspeeds Klefki and 2HKOs it with Earth Power. However, they're both threatened by Play Rough with hazards set against them. Setting Stealth Rocks against Magic Bounce isn't impossible in Ubers, since all users lose 1v1 to the most common Primal Groudon, the most common Stealth Rock setter

**Bulky Dark-types**: Dark-types are immune to Prankster thanks to their typing. Arceus-Dark remove any Spikes with Defog, or set up Calm Minds, all while healing any damage taken with Recover.

**Steel-types**: Steel-types resist Play Rough and are immune to Toxic, making them practically impervious to Klefki. However, the offensive Steel-types dislike Thunder Wave, while the defensive ones can't prevent Klefki from layering Spikes.

**Trappers**: Klefki loses to every trapper, due to it's pathetic offences. However, the most common trapper Mega Gengar hates being Paralyzed, which can't be prevented thanks to Prankster. The second most common trapper Gothitelle can't stop Klefki from setting three layers of Spikes.
[CREDITS]

- Written by: [[pooyou123456789q,410276 ]]

- Quality checked by: [[DMDW,434601 ], [, ], [, ]]

- Grammar checked by: [[, ], [, ]]
 
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"carves itself a niche" isn't very liked in GP's standpoint (as well as few of us) so I would reword it.

I would also end the Overview with the fact that Klefki faces competition with other Pokemon as a Steel-type. Especially when it comes to setting Spikes, it struggles to justify over Ferrothorn and less common Skarmory due to the smaller pool of Pokemon it handles and lack of reliable recovery, which you already point out in the other bullet.

move 1: Spikes
move 2: Thunder Wave
move 3: Toxic
move 4: Play Rough / Foul Play

This is the slashing that the QC team has agreed on when the previous writer was struggling to find the right moveset. I am on a consensus that both status moves are needed to appropriately punish switch-in's and be an emergency stop to be a setup sweeper at the same time. Other members might have changed their mind, however, as the discussion happened about 2 months ago. It may be worth noting that Foul Play does more damage to Mega Gengar as well.


Usage Tips seems a little off. Klefki has dual status to mess with many Defog users in the tier so it can definitely punish Defog users like Giratina-O and Choice Scarf Xerneas, let alone Arceus formes depending on whether they hit Klefki neutrally with Judgment. I don't think PP stalling Defog with Spikes is worth going over as defensive teams will have Mega Sableye which avoids 2HKO from Play Rough with little investment in Defense or Giratina that doesn't mind Klefki at all. It will likely go down against more balanced builds before it can even consider about outlasting opposing Defog user. It is sufficient to cripple Defog users that can outlast Klefki with Toxic.

I'd also like to see Klefki being useful with shutting down out-of-control sweepers with Prankster Thunder Wave. I strongly believe this is what contributes to Klefki's small viability it still holds after the various nerfs it had to bare. Speaking of Prankster, you can also talk about lacking a way to counteract against Dark-types when lacking Play Rough.

Team Options may need some clarification that Klefki can be a good support to offensively built teams that can take advantage of Klefki's Spikes (I believe more and better examples can be added), pivot into Xerneas and Yveltal instead of having important Pokemon like your own Primal Groudon and Xerneas being worn down, and crippling a faster threat with Thunder Wave so that it will be left prone to getting revenge killed. What I currently see in Team Options can be applied to any analysis of a Pokemon that sets entry hazards with different wording so make sure the section answers the question: "What Pokemon can benefit from Klefki and why". Also 'discouraging Defog' sounds a little odd, I would word it as offensive pressure because Defog users can still live a hit, Defog, get KOed, and have a next capable Pokemon deal with a threat depending on the Pokemon.

For a bullet about Zygarde, it would be good to go an extra inch and talk about how Zygarde can cheese through its checks without Glare and deal with phazers (Lugia) with Dragon Tail. There has to be a mention that Klefki can switch into Xerneas, and make sure to mention that Klefki's defensive presence and ability to pivot into Toxic is appreciated by appropriate teammates.


Have you considered adding Fairy Lock in Other Options? It prevents a foe from switching next turn, and after Klefki safely activates it with Prankster, you can lock the likes of Swords Dance Primal Groudon and revenge kill it with Arceus-Ground and etc. It is a psuedo-trapping situation that Klefki can generate when there is nothing much it can do.


The ordering for Checks and Counters I would like to see goes:

* Ho-Oh
* Ground-types
* Magic Bounce
* Dark-types
* Steel-types
* Shadow Tag

Ho-Oh is one of the most obnoxious foes for Klefki to deal with because it doesn't mind Toxic as much due to Regenerator, Defogs Spikes, and threatens back with Sacred Fire. This means Defog variants can limit a lot about what Klefki can do.

Make a separate bullet about Ground-types instead of just putting pdon with Ho-Oh and making Arceus-Ground a separate bullet. Ho-Oh differentiates itself with other offensive checks to Klefki with what I just talked about and other Ground-types are kinda same with their ability to offensively check Klefki but being vulnerable to Toxic, which they will likely hit by before they get to hit Klefki.

Magic Bounce might deserve a separate bullet due to how it invalidates 3 moves from Klefki and forces it to rely on weak attack. Might be worth noting that most Mega Sableye avoids 2HKO from Play Rough (note that setting SR against Mega Sableye is entirely possible in this tier and a Stealth Rock chip will bring it down to 2HKO range) and Mega Diancie exists as well.

Dark-types are what Klefki is usually pivoting into and Klefki beats Yveltal one on one from full HP with Play Rough... the only Dark-type it struggles with is Arceus-Dark that doesn't care about attacks.

The last point is simple. Mega Gengar should resort getting paralyzed but it can easily remove Klefki lacking Foul Play while goth family do their things.


I was being quite picky with this but this was mostly about adding details in every section. Implement this and I will take another look.
 
There is a mention about being wary of switching Klefki into appropriate foes so there should be some examples. Also mention about when is the good time to set Spikes or focus on spreading status. Make sure that my comments on Usage Tips are properly addressed before the next QC stops by.

QC 1/3
 

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You have not implemented DMDW's check for usage tips and yet the thread was updated to QC 1/3. Reminder that the QC check is not valid until you've actually implemented everything in his posts. Once you have properly implemented his check, you may edit this tread's title back to QC: 1/3.
 
the overview is pretty basic and covers a lot of obvious things.
* Its bulk is atrocious by Ubers standards, which makes it threatened by any attack it doesn’t resist.
* It lacks ways to heal itself reliably, which allows it to get worn down over the course of a match.
* It’s prone to trappers, however it can punish the most common trappers if they attempt to trap it.
it resists a shitload so its bulk isnt that big of an issue. no healing is applicable to a lot of mons. can be trapped is sort of ok but teams dont rely on klefki to check anything since the nerfs + magearna prominence meaning that a team that wants a defensive mon with steel/fairy typing has a better option. there should be some comparison going on between the 2 somewhere in the overview.

* Its typing allows it to check Yveltal
this needs way more depth because this matchup is half the reason keys is niche these days. a point dedicated to klefki vs darks (that is actually correct, stallbreaker yveltal also trolls this not just darkceus)

klefki is a spikes/status support mon that can be really annoying when paired with mons that abuse paralysis/spikes support (big hint: zygarde) so defog and fairy lock seem too niche to be mentioned.

deslash foul play - without swagger it is only good at killing a greedy necrozma. alternatively, put swagger in moves.
remove defog and put it in oo.

* Klefki shouldn’t be switched into attacks recklessly, as its bulk is pathetic and lacks reliable recovery. For instance, taking a Judgement from Arceus-Water puts Klefki in range of being 2HKO by Life Orb Yveltal's Dark Pulse.
it should be switched into resisted attacks, and caring about checking yveltal outside of "i can 1v1 it at 100% hp" is not something a usm analysis of keys should be pointing out.
* Klefki should only attack things that are weak to its attacks, as it lacks the power to hit the majority of the tier for meaningful damage
this needs way more detail. play rough is to kill greedy offensive yveltals, chip away at xern, get damage on giras + other niche dragons silly enough to stay in, and force recovery from sab / darkceus / fat yveltals.

* Klefki can't touch Dark-types if not running Play Rough, as they are immune to Prankster. As a result, an additional answer for Dark-types, such as Xerneas or Arceus-Fairy must be run.
this is a team options thing. a usage tips thing that somehow isn't here is that you can still set spikes + force damage vs darks before switching if need be.
* Klefki fits best on offensive teams, due to their ability to abuse the Spikes it sets. They appreciate Klefki's ability to paralyze fast sweepers since they lack the defensive backbone to handle them, and its ability to switch into Yveltal since nothing else on offensive teams can do so reliably.
not quite... bulkier teams that just go hard on status / spikes abuse are the key teams this mon features on. it also doesn't check yveltal any better than a xern would so idk about the last part.

* Taunt users such as Mewtwo and Yveltal prevent the opponent from removing Klefki’s Spikes with Defog.
taunt is kinda overvalued on teams that arent using webs. spikes mons like keys and skarm and ferro dont go crazy to keep their spikes up - simply forcing predictable plays (removal) is enough to get pressure going over using a taunt mon.

put some more emphasis on zygarde in team options.

remove rest + flash cannon from oo.

i'll see how this is after implementation.
 
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